re3/src/vehicles/Plane.cpp

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#include "common.h"
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#include "main.h"
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#include "General.h"
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#include "CutsceneMgr.h"
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#include "ModelIndices.h"
#include "FileMgr.h"
#include "Streaming.h"
#include "Replay.h"
#include "Camera.h"
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#include "DMAudio.h"
#include "Wanted.h"
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#include "Coronas.h"
#include "Particle.h"
#include "Explosion.h"
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#include "Fluff.h"
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#include "World.h"
#include "HandlingMgr.h"
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#include "Heli.h"
#include "Plane.h"
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#include "MemoryHeap.h"
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CPlaneNode *pPathNodes;
CPlaneNode *pPath2Nodes;
CPlaneNode *pPath3Nodes;
CPlaneNode *pPath4Nodes;
int32 NumPathNodes;
int32 NumPath2Nodes;
int32 NumPath3Nodes;
int32 NumPath4Nodes;
float TotalLengthOfFlightPath;
float TotalLengthOfFlightPath2;
float TotalLengthOfFlightPath3;
float TotalLengthOfFlightPath4;
float TotalDurationOfFlightPath;
float TotalDurationOfFlightPath2;
float TotalDurationOfFlightPath3;
float TotalDurationOfFlightPath4;
float LandingPoint;
float TakeOffPoint;
CPlaneInterpolationLine aPlaneLineBits[6];
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float PlanePathPosition[3];
float OldPlanePathPosition[3];
float PlanePathSpeed[3];
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float PlanePath2Position[5];
float PlanePath3Position[4];
float PlanePath2Speed[5];
float PlanePath3Speed[4];
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enum
{
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CESNA_STATUS_NONE, // doesn't even exist
CESNA_STATUS_FLYING,
CESNA_STATUS_DESTROYED,
CESNA_STATUS_LANDED,
};
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int32 CesnaMissionStatus;
int32 CesnaMissionStartTime;
CPlane *pDrugRunCesna;
int32 DropOffCesnaMissionStatus;
int32 DropOffCesnaMissionStartTime;
CPlane *pDropOffCesna;
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CPlane::CPlane(int32 id, uint8 CreatedBy)
: CVehicle(CreatedBy)
{
CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(id);
m_vehType = VEHICLE_TYPE_PLANE;
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pHandling = mod_HandlingManager.GetHandlingData((tVehicleType)mi->m_handlingId);
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SetModelIndex(id);
m_fMass = 100000000.0f;
m_fTurnMass = 100000000.0f;
m_fAirResistance = 0.9994f;
m_fElasticity = 0.05f;
bUsesCollision = false;
m_bHasBeenHit = false;
m_bIsDrugRunCesna = false;
m_bIsDropOffCesna = false;
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m_bTempPlane = false;
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SetStatus(STATUS_PLANE);
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bIsBIGBuilding = true;
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m_level = LEVEL_GENERIC;
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m_isFarAway = false;
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#ifdef CPLANE_ROTORS
m_fRotorRotation = 0.0f;
#endif
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}
CPlane::~CPlane()
{
DeleteRwObject();
}
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void
CPlane::SetModelIndex(uint32 id)
{
CVehicle::SetModelIndex(id);
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#ifdef CPLANE_ROTORS
int i;
for(i = 0; i < NUM_PLANE_NODES; i++)
m_aPlaneNodes[i] = nil;
if(GetModelIndex() == MI_CHOPPER){
// This is surprisingly annoying...
RwFrame *heliNodes[NUM_HELI_NODES];
for(i = 0; i < NUM_HELI_NODES; i++)
heliNodes[i] = nil;
CClumpModelInfo::FillFrameArray(GetClump(), heliNodes);
m_aPlaneNodes[PLANE_TOPROTOR] = heliNodes[HELI_TOPROTOR];
m_aPlaneNodes[PLANE_BACKROTOR] = heliNodes[HELI_BACKROTOR];
}else
CClumpModelInfo::FillFrameArray(GetClump(), m_aPlaneNodes);
#endif
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}
void
CPlane::DeleteRwObject(void)
{
if(m_rwObject && RwObjectGetType(m_rwObject) == rpATOMIC){
m_matrix.Detach();
if(RwObjectGetType(m_rwObject) == rpATOMIC){ // useless check
RwFrame *f = RpAtomicGetFrame((RpAtomic*)m_rwObject);
RpAtomicDestroy((RpAtomic*)m_rwObject);
RwFrameDestroy(f);
}
m_rwObject = nil;
}
CEntity::DeleteRwObject();
}
// There's a LOT of copy and paste in here. Maybe this could be refactored somehow
void
CPlane::ProcessControl(void)
{
int i;
CVector pos;
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if(CReplay::IsPlayingBack())
return;
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if(GetModelIndex() == MI_AIRTRAIN){
if(GetPosition().z > 100.0f)
CPlaneTrails::RegisterPoint(GetPosition(), m_nPlaneId);
}else if(GetModelIndex() == MI_DEADDODO)
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CPlaneBanners::RegisterPoint(GetPosition(), m_nPlaneId);
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// Explosion
if(m_bHasBeenHit){
// BUG: since this is all based on frames, you can skip the explosion processing when you go into the menu
if(GetModelIndex() == MI_AIRTRAIN){
int frm = CTimer::GetFrameCounter() - m_nFrameWhenHit;
if(frm == 20){
static int nFrameGen;
CRGBA colors[8];
CExplosion::AddExplosion(nil, FindPlayerPed(), EXPLOSION_HELI, GetMatrix() * CVector(0.0f, 0.0f, 0.0f), 0);
colors[0] = CRGBA(0, 0, 0, 255);
colors[1] = CRGBA(224, 230, 238, 255);
colors[2] = CRGBA(224, 230, 238, 255);
colors[3] = CRGBA(0, 0, 0, 255);
colors[4] = CRGBA(224, 230, 238, 255);
colors[5] = CRGBA(0, 0, 0, 255);
colors[6] = CRGBA(0, 0, 0, 255);
colors[7] = CRGBA(224, 230, 238, 255);
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CVector dir;
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for(i = 0; i < 40; i++){
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dir.x = CGeneral::GetRandomNumberInRange(-2.0f, 2.0f);
dir.y = CGeneral::GetRandomNumberInRange(-2.0f, 2.0f);
dir.z = CGeneral::GetRandomNumberInRange(0.0f, 2.0f);
int rotSpeed = CGeneral::GetRandomNumberInRange(10, 30);
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if(CGeneral::GetRandomNumber() & 1)
rotSpeed = -rotSpeed;
int f = ++nFrameGen & 3;
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CParticle::AddParticle(PARTICLE_HELI_DEBRIS, GetMatrix() * CVector(0.0f, 0.0f, 0.0f), dir,
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nil, CGeneral::GetRandomNumberInRange(0.1f, 1.0f),
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colors[nFrameGen&7], rotSpeed, 0, f, 0);
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}
}
if(frm >= 40 && frm <= 80 && frm & 1){
if(frm & 1){
pos.x = ((CGeneral::GetRandomNumber() & 0x3F) - 32) * 0.2f;
pos.z = ((CGeneral::GetRandomNumber() & 0x3F) - 32) * 0.2f;
pos.y = frm - 40;
pos = GetMatrix() * pos;
}else{
pos.x = ((CGeneral::GetRandomNumber() & 0x3F) - 32) * 0.2f;
pos.z = ((CGeneral::GetRandomNumber() & 0x3F) - 32) * 0.2f;
pos.y = 40 - frm;
pos = GetMatrix() * pos;
}
CExplosion::AddExplosion(nil, FindPlayerPed(), EXPLOSION_HELI, pos, 0);
}
if(frm == 60)
bRenderScorched = true;
if(frm == 82){
TheCamera.SetFadeColour(255, 255, 255);
TheCamera.Fade(0.0f, FADE_OUT);
TheCamera.ProcessFade();
TheCamera.Fade(1.0f, FADE_IN);
FlagToDestroyWhenNextProcessed();
}
}else{
int frm = CTimer::GetFrameCounter() - m_nFrameWhenHit;
if(frm == 20){
static int nFrameGen;
CRGBA colors[8];
CExplosion::AddExplosion(nil, FindPlayerPed(), EXPLOSION_HELI, GetMatrix() * CVector(0.0f, 0.0f, 0.0f), 0);
colors[0] = CRGBA(0, 0, 0, 255);
colors[1] = CRGBA(224, 230, 238, 255);
colors[2] = CRGBA(224, 230, 238, 255);
colors[3] = CRGBA(0, 0, 0, 255);
colors[4] = CRGBA(252, 66, 66, 255);
colors[5] = CRGBA(0, 0, 0, 255);
colors[6] = CRGBA(0, 0, 0, 255);
colors[7] = CRGBA(252, 66, 66, 255);
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CVector dir;
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for(i = 0; i < 40; i++){
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dir.x = CGeneral::GetRandomNumberInRange(-2.0f, 2.0f);
dir.y = CGeneral::GetRandomNumberInRange(-2.0f, 2.0f);
dir.z = CGeneral::GetRandomNumberInRange(0.0f, 2.0f);
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int rotSpeed = CGeneral::GetRandomNumberInRange(30.0f, 20.0f);
if(CGeneral::GetRandomNumber() & 1)
rotSpeed = -rotSpeed;
int f = ++nFrameGen & 3;
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CParticle::AddParticle(PARTICLE_HELI_DEBRIS, GetMatrix() * CVector(0.0f, 0.0f, 0.0f), dir,
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nil, CGeneral::GetRandomNumberInRange(0.1f, 1.0f),
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colors[nFrameGen&7], rotSpeed, 0, f, 0);
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}
}
if(frm >= 40 && frm <= 60 && frm & 1){
if(frm & 1){
pos.x = ((CGeneral::GetRandomNumber() & 0x3F) - 32) * 0.1f;
pos.z = ((CGeneral::GetRandomNumber() & 0x3F) - 32) * 0.1f;
pos.y = (frm - 40)*0.3f;
pos = GetMatrix() * pos;
}else{
pos.x = ((CGeneral::GetRandomNumber() & 0x3F) - 32) * 0.1f;
pos.z = ((CGeneral::GetRandomNumber() & 0x3F) - 32) * 0.1f;
pos.y = (40 - frm)*0.3f;
pos = GetMatrix() * pos;
}
CExplosion::AddExplosion(nil, FindPlayerPed(), EXPLOSION_HELI, pos, 0);
}
if(frm == 30)
bRenderScorched = true;
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if(frm == 62){
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TheCamera.SetFadeColour(200, 200, 200);
TheCamera.Fade(0.0f, FADE_OUT);
TheCamera.ProcessFade();
TheCamera.Fade(1.0f, FADE_IN);
if(m_bIsDrugRunCesna){
CesnaMissionStatus = CESNA_STATUS_DESTROYED;
pDrugRunCesna = nil;
}
if(m_bIsDropOffCesna){
DropOffCesnaMissionStatus = CESNA_STATUS_DESTROYED;
pDropOffCesna = nil;
}
FlagToDestroyWhenNextProcessed();
}
}
}
// Update plane position and speed
if(GetModelIndex() == MI_AIRTRAIN || !m_isFarAway || ((CTimer::GetFrameCounter() + m_randomSeed) & 7) == 0){
if(GetModelIndex() == MI_AIRTRAIN){
float pathPositionRear = PlanePathPosition[m_nPlaneId] - 30.0f;
if(pathPositionRear < 0.0f)
pathPositionRear += TotalLengthOfFlightPath;
float pathPosition = pathPositionRear + 30.0f;
float pitch = 0.0f;
float distSinceTakeOff = pathPosition - TakeOffPoint;
if(distSinceTakeOff <= 0.0f && distSinceTakeOff > -70.0f){
// shortly before take off
pitch = 1.0f - distSinceTakeOff/-70.0f;
}else if(distSinceTakeOff >= 0.0f && distSinceTakeOff < 100.0f){
// shortly after take off
pitch = 1.0f - distSinceTakeOff/100.0f;
}
float distSinceLanding = pathPosition - LandingPoint;
if(distSinceLanding <= 0.0f && distSinceLanding > -200.0f){
// shortly before landing
pitch = 1.0f - distSinceLanding/-200.0f;
}else if(distSinceLanding >= 0.0f && distSinceLanding < 70.0f){
// shortly after landing
pitch = 1.0f - distSinceLanding/70.0f;
}
// Advance current node to appropriate position
float pos1, pos2;
int nextTrackNode = m_nCurPathNode + 1;
pos1 = pPathNodes[m_nCurPathNode].t;
if(nextTrackNode < NumPathNodes)
pos2 = pPathNodes[nextTrackNode].t;
else{
nextTrackNode = 0;
pos2 = TotalLengthOfFlightPath;
}
while(pathPositionRear < pos1 || pathPositionRear > pos2){
m_nCurPathNode = (m_nCurPathNode+1) % NumPathNodes;
nextTrackNode = m_nCurPathNode + 1;
pos1 = pPathNodes[m_nCurPathNode].t;
if(nextTrackNode < NumPathNodes)
pos2 = pPathNodes[nextTrackNode].t;
else{
nextTrackNode = 0;
pos2 = TotalLengthOfFlightPath;
}
}
bool bothOnGround = pPathNodes[m_nCurPathNode].bOnGround && pPathNodes[nextTrackNode].bOnGround;
if(PlanePathPosition[m_nPlaneId] >= LandingPoint && OldPlanePathPosition[m_nPlaneId] < LandingPoint)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_PLANE_ON_GROUND, 0.0f);
float dist = pPathNodes[nextTrackNode].t - pPathNodes[m_nCurPathNode].t;
if(dist < 0.0f)
dist += TotalLengthOfFlightPath;
float f = (pathPositionRear - pPathNodes[m_nCurPathNode].t)/dist;
CVector posRear = (1.0f - f)*pPathNodes[m_nCurPathNode].p + f*pPathNodes[nextTrackNode].p;
// Same for the front
float pathPositionFront = pathPositionRear + 60.0f;
if(pathPositionFront > TotalLengthOfFlightPath)
pathPositionFront -= TotalLengthOfFlightPath;
int curPathNodeFront = m_nCurPathNode;
int nextPathNodeFront = curPathNodeFront + 1;
pos1 = pPathNodes[curPathNodeFront].t;
if(nextPathNodeFront < NumPathNodes)
pos2 = pPathNodes[nextPathNodeFront].t;
else{
nextPathNodeFront = 0;
pos2 = TotalLengthOfFlightPath;
}
while(pathPositionFront < pos1 || pathPositionFront > pos2){
curPathNodeFront = (curPathNodeFront+1) % NumPathNodes;
nextPathNodeFront = curPathNodeFront + 1;
pos1 = pPathNodes[curPathNodeFront].t;
if(nextPathNodeFront < NumPathNodes)
pos2 = pPathNodes[nextPathNodeFront].t;
else{
nextPathNodeFront = 0;
pos2 = TotalLengthOfFlightPath;
}
}
dist = pPathNodes[nextPathNodeFront].t - pPathNodes[curPathNodeFront].t;
if(dist < 0.0f)
dist += TotalLengthOfFlightPath;
f = (pathPositionFront - pPathNodes[curPathNodeFront].t)/dist;
CVector posFront = (1.0f - f)*pPathNodes[curPathNodeFront].p + f*pPathNodes[nextPathNodeFront].p;
// And for another point 60 units in front of the plane, used to calculate roll
float pathPositionFront2 = pathPositionFront + 60.0f;
if(pathPositionFront2 > TotalLengthOfFlightPath)
pathPositionFront2 -= TotalLengthOfFlightPath;
int curPathNodeFront2 = m_nCurPathNode;
int nextPathNodeFront2 = curPathNodeFront2 + 1;
pos1 = pPathNodes[curPathNodeFront2].t;
if(nextPathNodeFront2 < NumPathNodes)
pos2 = pPathNodes[nextPathNodeFront2].t;
else{
nextPathNodeFront2 = 0;
pos2 = TotalLengthOfFlightPath;
}
while(pathPositionFront2 < pos1 || pathPositionFront2 > pos2){
curPathNodeFront2 = (curPathNodeFront2+1) % NumPathNodes;
nextPathNodeFront2 = curPathNodeFront2 + 1;
pos1 = pPathNodes[curPathNodeFront2].t;
if(nextPathNodeFront2 < NumPathNodes)
pos2 = pPathNodes[nextPathNodeFront2].t;
else{
nextPathNodeFront2 = 0;
pos2 = TotalLengthOfFlightPath;
}
}
dist = pPathNodes[nextPathNodeFront2].t - pPathNodes[curPathNodeFront2].t;
if(dist < 0.0f)
dist += TotalLengthOfFlightPath;
f = (pathPositionFront2 - pPathNodes[curPathNodeFront2].t)/dist;
CVector posFront2 = (1.0f - f)*pPathNodes[curPathNodeFront2].p + f*pPathNodes[nextPathNodeFront2].p;
// Now set matrix
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GetMatrix().SetTranslateOnly((posRear + posFront) / 2.0f);
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GetMatrix().GetPosition().z += 4.3f;
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CVector fwd = posFront - posRear;
fwd.Normalise();
if(pitch != 0.0f){
fwd.z += 0.4f*pitch;
fwd.Normalise();
}
CVector fwd2 = posFront2 - posRear;
fwd2.Normalise();
CVector roll = CrossProduct(fwd, fwd2);
CVector right = CrossProduct(fwd, CVector(0.0f, 0.0f, 1.0f));
if(!bothOnGround)
right.z += 3.0f*roll.z;
right.Normalise();
CVector up = CrossProduct(right, fwd);
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GetMatrix().GetRight() = right;
GetMatrix().GetUp() = up;
GetMatrix().GetForward() = fwd;
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// Set speed
m_vecMoveSpeed = fwd*PlanePathSpeed[m_nPlaneId]/60.0f;
m_fSpeed = PlanePathSpeed[m_nPlaneId]/60.0f;
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
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m_isFarAway = !((posFront - TheCamera.GetPosition()).MagnitudeSqr2D() < sq(300.0f));
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}else{
float planePathPosition;
float totalLengthOfFlightPath;
CPlaneNode *pathNodes;
float planePathSpeed;
int numPathNodes;
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if(GetModelIndex() == MI_CHOPPER){
planePathPosition = PlanePath3Position[m_nPlaneId];
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totalLengthOfFlightPath = TotalLengthOfFlightPath3;
pathNodes = pPath3Nodes;
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planePathSpeed = PlanePath3Speed[m_nPlaneId];
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numPathNodes = NumPath3Nodes;
}else{
planePathPosition = PlanePath2Position[m_nPlaneId];
totalLengthOfFlightPath = TotalLengthOfFlightPath2;
pathNodes = pPath2Nodes;
planePathSpeed = PlanePath2Speed[m_nPlaneId];
numPathNodes = NumPath2Nodes;
}
// Advance current node to appropriate position
float pathPositionRear = planePathPosition - 10.0f;
if(pathPositionRear < 0.0f)
pathPositionRear += totalLengthOfFlightPath;
float pos1, pos2;
int nextTrackNode = m_nCurPathNode + 1;
pos1 = pathNodes[m_nCurPathNode].t;
if(nextTrackNode < numPathNodes)
pos2 = pathNodes[nextTrackNode].t;
else{
nextTrackNode = 0;
pos2 = totalLengthOfFlightPath;
}
while(pathPositionRear < pos1 || pathPositionRear > pos2){
m_nCurPathNode = (m_nCurPathNode+1) % numPathNodes;
nextTrackNode = m_nCurPathNode + 1;
pos1 = pathNodes[m_nCurPathNode].t;
if(nextTrackNode < numPathNodes)
pos2 = pathNodes[nextTrackNode].t;
else{
nextTrackNode = 0;
pos2 = totalLengthOfFlightPath;
}
}
float dist = pathNodes[nextTrackNode].t - pathNodes[m_nCurPathNode].t;
if(dist < 0.0f)
dist += totalLengthOfFlightPath;
float f = (pathPositionRear - pathNodes[m_nCurPathNode].t)/dist;
CVector posRear = (1.0f - f)*pathNodes[m_nCurPathNode].p + f*pathNodes[nextTrackNode].p;
// Same for the front
float pathPositionFront = pathPositionRear + 20.0f;
if(pathPositionFront > totalLengthOfFlightPath)
pathPositionFront -= totalLengthOfFlightPath;
int curPathNodeFront = m_nCurPathNode;
int nextPathNodeFront = curPathNodeFront + 1;
pos1 = pathNodes[curPathNodeFront].t;
if(nextPathNodeFront < numPathNodes)
pos2 = pathNodes[nextPathNodeFront].t;
else{
nextPathNodeFront = 0;
pos2 = totalLengthOfFlightPath;
}
while(pathPositionFront < pos1 || pathPositionFront > pos2){
curPathNodeFront = (curPathNodeFront+1) % numPathNodes;
nextPathNodeFront = curPathNodeFront + 1;
pos1 = pathNodes[curPathNodeFront].t;
if(nextPathNodeFront < numPathNodes)
pos2 = pathNodes[nextPathNodeFront].t;
else{
nextPathNodeFront = 0;
pos2 = totalLengthOfFlightPath;
}
}
dist = pathNodes[nextPathNodeFront].t - pathNodes[curPathNodeFront].t;
if(dist < 0.0f)
dist += totalLengthOfFlightPath;
f = (pathPositionFront - pathNodes[curPathNodeFront].t)/dist;
CVector posFront = (1.0f - f)*pathNodes[curPathNodeFront].p + f*pathNodes[nextPathNodeFront].p;
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// And for another point 30 units in front of the plane, used to calculate roll
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float pathPositionFront2 = pathPositionFront + 30.0f;
if(pathPositionFront2 > totalLengthOfFlightPath)
pathPositionFront2 -= totalLengthOfFlightPath;
int curPathNodeFront2 = m_nCurPathNode;
int nextPathNodeFront2 = curPathNodeFront2 + 1;
pos1 = pathNodes[curPathNodeFront2].t;
if(nextPathNodeFront2 < numPathNodes)
pos2 = pathNodes[nextPathNodeFront2].t;
else{
nextPathNodeFront2 = 0;
pos2 = totalLengthOfFlightPath;
}
while(pathPositionFront2 < pos1 || pathPositionFront2 > pos2){
curPathNodeFront2 = (curPathNodeFront2+1) % numPathNodes;
nextPathNodeFront2 = curPathNodeFront2 + 1;
pos1 = pathNodes[curPathNodeFront2].t;
if(nextPathNodeFront2 < numPathNodes)
pos2 = pathNodes[nextPathNodeFront2].t;
else{
nextPathNodeFront2 = 0;
pos2 = totalLengthOfFlightPath;
}
}
dist = pathNodes[nextPathNodeFront2].t - pathNodes[curPathNodeFront2].t;
if(dist < 0.0f)
dist += totalLengthOfFlightPath;
f = (pathPositionFront2 - pathNodes[curPathNodeFront2].t)/dist;
CVector posFront2 = (1.0f - f)*pathNodes[curPathNodeFront2].p + f*pathNodes[nextPathNodeFront2].p;
// Now set matrix
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GetMatrix().SetTranslateOnly((posRear + posFront) / 2.0f);
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GetMatrix().GetPosition().z += 1.0f;
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CVector fwd = posFront - posRear;
fwd.Normalise();
CVector fwd2 = posFront2 - posRear;
fwd2.Normalise();
CVector roll = CrossProduct(fwd, fwd2);
CVector right = CrossProduct(fwd, CVector(0.0f, 0.0f, 1.0f));
right.z += 3.0f*roll.z;
right.Normalise();
CVector up = CrossProduct(right, fwd);
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GetMatrix().GetRight() = right;
GetMatrix().GetUp() = up;
GetMatrix().GetForward() = fwd;
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// Set speed
m_vecMoveSpeed = fwd*planePathSpeed/60.0f;
m_fSpeed = planePathSpeed/60.0f;
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
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m_isFarAway = !((posFront - TheCamera.GetPosition()).MagnitudeSqr2D() < sq(300.0f));
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}
}
bIsInSafePosition = true;
GetMatrix().UpdateRW();
UpdateRwFrame();
// Handle streaming and such
CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex());
if(m_isFarAway){
// Switch to LOD model
if(m_rwObject && RwObjectGetType(m_rwObject) == rpCLUMP){
DeleteRwObject();
if(mi->m_planeLodId != -1){
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PUSH_MEMID(MEMID_WORLD);
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m_rwObject = CModelInfo::GetModelInfo(mi->m_planeLodId)->CreateInstance();
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POP_MEMID();
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if(m_rwObject)
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m_matrix.AttachRW(RwFrameGetMatrix(RpAtomicGetFrame((RpAtomic*)m_rwObject)));
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}
}
}else if(CStreaming::HasModelLoaded(GetModelIndex())){
if(m_rwObject && RwObjectGetType(m_rwObject) == rpATOMIC){
// Get rid of LOD model
m_matrix.Detach();
if(m_rwObject){ // useless check
if(RwObjectGetType(m_rwObject) == rpATOMIC){ // useless check
RwFrame *f = RpAtomicGetFrame((RpAtomic*)m_rwObject);
RpAtomicDestroy((RpAtomic*)m_rwObject);
RwFrameDestroy(f);
}
m_rwObject = nil;
}
}
// Set high detail model
if(m_rwObject == nil){
int id = GetModelIndex();
m_modelIndex = -1;
SetModelIndex(id);
}
}else{
CStreaming::RequestModel(GetModelIndex(), STREAMFLAGS_DEPENDENCY);
}
}
void
CPlane::PreRender(void)
{
CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex());
CVector lookVector = GetPosition() - TheCamera.GetPosition();
float camDist = lookVector.Magnitude();
if(camDist != 0.0f)
lookVector *= 1.0f/camDist;
else
lookVector = CVector(1.0f, 0.0f, 0.0f);
float behindness = DotProduct(lookVector, GetForward());
// Wing lights
if(behindness < 0.0f){
// in front of plane
CVector lightPos = mi->m_positions[PLANE_POS_LIGHT_RIGHT];
CVector lightR = GetMatrix() * lightPos;
CVector lightL = lightR;
lightL -= GetRight()*2.0f*lightPos.x;
float intensity = -0.6f*behindness + 0.4f;
float size = 1.0f - behindness;
if(behindness < -0.9f && camDist < 50.0f){
// directly in front
CCoronas::RegisterCorona((uintptr)this + 10, 255*intensity, 255*intensity, 255*intensity, 255,
lightL, size, 240.0f,
CCoronas::TYPE_NORMAL, CCoronas::FLARE_HEADLIGHTS, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
CCoronas::RegisterCorona((uintptr)this + 11, 255*intensity, 255*intensity, 255*intensity, 255,
lightR, size, 240.0f,
CCoronas::TYPE_NORMAL, CCoronas::FLARE_HEADLIGHTS, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
}else{
CCoronas::RegisterCorona((uintptr)this + 10, 255*intensity, 255*intensity, 255*intensity, 255,
lightL, size, 240.0f,
CCoronas::TYPE_NORMAL, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
CCoronas::RegisterCorona((uintptr)this + 11, 255*intensity, 255*intensity, 255*intensity, 255,
lightR, size, 240.0f,
CCoronas::TYPE_NORMAL, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
}
}
// Tail light
if(CTimer::GetTimeInMilliseconds() & 0x200){
CVector pos = GetMatrix() * mi->m_positions[PLANE_POS_LIGHT_TAIL];
CCoronas::RegisterCorona((uintptr)this + 12, 255, 0, 0, 255,
pos, 1.0f, 120.0f,
CCoronas::TYPE_NORMAL, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
}
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#ifdef CPLANE_ROTORS
CMatrix mat;
CVector pos;
m_fRotorRotation += 3.14f/6.5f;
if(m_fRotorRotation > 6.28f)
m_fRotorRotation -= 6.28f;
if(m_aPlaneNodes[PLANE_TOPROTOR]){
mat.Attach(RwFrameGetMatrix(m_aPlaneNodes[PLANE_TOPROTOR]));
pos = mat.GetPosition();
mat.SetRotateZ(m_fRotorRotation);
mat.Translate(pos);
mat.UpdateRW();
}
if(m_aPlaneNodes[PLANE_BACKROTOR]){
mat.Attach(RwFrameGetMatrix(m_aPlaneNodes[PLANE_BACKROTOR]));
pos = mat.GetPosition();
mat.SetRotateX(m_fRotorRotation);
mat.Translate(pos);
mat.UpdateRW();
}
#endif
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}
void
CPlane::Render(void)
{
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if(!CCutsceneMgr::IsRunning())
CEntity::Render();
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}
#define CRUISE_SPEED (50.0f)
#define TAXI_SPEED (5.0f)
void
CPlane::InitPlanes(void)
{
int i;
CesnaMissionStatus = CESNA_STATUS_NONE;
// Jumbo
if(pPathNodes == nil){
pPathNodes = LoadPath("data\\paths\\flight.dat", NumPathNodes, TotalLengthOfFlightPath, true);
// Figure out which nodes are on ground
for(i = 0; i < NumPathNodes; i++){
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if(pPathNodes[i].p.z < 14.0f){
pPathNodes[i].p.z = 14.0f;
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pPathNodes[i].bOnGround = true;
}else
pPathNodes[i].bOnGround = false;
}
// Find lading and takeoff points
LandingPoint = -1.0f;
TakeOffPoint = -1.0f;
bool lastOnGround = pPathNodes[NumPathNodes-1].bOnGround;
for(i = 0; i < NumPathNodes; i++){
if(pPathNodes[i].bOnGround && !lastOnGround)
LandingPoint = pPathNodes[i].t;
else if(!pPathNodes[i].bOnGround && lastOnGround)
TakeOffPoint = pPathNodes[i].t;
lastOnGround = pPathNodes[i].bOnGround;
}
// Animation
float time = 0.0f;
float position = 0.0f;
// Start on ground with slow speed
aPlaneLineBits[0].type = 1;
aPlaneLineBits[0].time = time;
aPlaneLineBits[0].position = position;
aPlaneLineBits[0].speed = TAXI_SPEED;
aPlaneLineBits[0].acceleration = 0.0f;
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float dist = (TakeOffPoint-500.0f) - position;
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time += dist/TAXI_SPEED;
position += dist;
// Accelerate to take off
aPlaneLineBits[1].type = 2;
aPlaneLineBits[1].time = time;
aPlaneLineBits[1].position = position;
aPlaneLineBits[1].speed = TAXI_SPEED;
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aPlaneLineBits[1].acceleration = 618.75f/500.0f;
time += 500.0f/((CRUISE_SPEED+TAXI_SPEED)/2.0f);
position += 500.0f;
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// Fly at cruise speed
aPlaneLineBits[2].type = 1;
aPlaneLineBits[2].time = time;
aPlaneLineBits[2].position = position;
aPlaneLineBits[2].speed = CRUISE_SPEED;
aPlaneLineBits[2].acceleration = 0.0f;
dist = LandingPoint - TakeOffPoint;
time += dist/CRUISE_SPEED;
position += dist;
// Brake after landing
aPlaneLineBits[3].type = 2;
aPlaneLineBits[3].time = time;
aPlaneLineBits[3].position = position;
aPlaneLineBits[3].speed = CRUISE_SPEED;
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aPlaneLineBits[3].acceleration = -618.75f/500.0f;
time += 500.0f/((CRUISE_SPEED+TAXI_SPEED)/2.0f);
position += 500.0f;
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// Taxi
aPlaneLineBits[4].type = 1;
aPlaneLineBits[4].time = time;
aPlaneLineBits[4].position = position;
aPlaneLineBits[4].speed = TAXI_SPEED;
aPlaneLineBits[4].acceleration = 0.0f;
time += (TotalLengthOfFlightPath - position)/TAXI_SPEED;
// end
aPlaneLineBits[5].time = time;
TotalDurationOfFlightPath = time;
}
// Dodo
if(pPath2Nodes == nil){
pPath2Nodes = LoadPath("data\\paths\\flight2.dat", NumPath2Nodes, TotalLengthOfFlightPath2, true);
TotalDurationOfFlightPath2 = TotalLengthOfFlightPath2/CRUISE_SPEED;
}
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// Heli
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if(pPath3Nodes == nil){
pPath3Nodes = LoadPath("data\\paths\\flight3.dat", NumPath3Nodes, TotalLengthOfFlightPath3, false);
TotalDurationOfFlightPath3 = TotalLengthOfFlightPath3/CRUISE_SPEED;
}
CStreaming::LoadAllRequestedModels(false);
CStreaming::RequestModel(MI_AIRTRAIN, 0);
CStreaming::LoadAllRequestedModels(false);
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// NB: 3 hardcoded also in CPlaneTrails
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for(i = 0; i < 3; i++){
CPlane *plane = new CPlane(MI_AIRTRAIN, PERMANENT_VEHICLE);
plane->GetMatrix().SetTranslate(0.0f, 0.0f, 0.0f);
plane->SetStatus(STATUS_ABANDONED);
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plane->bIsLocked = true;
plane->m_nPlaneId = i;
plane->m_nCurPathNode = 0;
CWorld::Add(plane);
}
}
void
CPlane::Shutdown(void)
{
delete[] pPathNodes;
delete[] pPath2Nodes;
delete[] pPath3Nodes;
delete[] pPath4Nodes;
pPathNodes = nil;
pPath2Nodes = nil;
pPath3Nodes = nil;
pPath4Nodes = nil;
}
CPlaneNode*
CPlane::LoadPath(char const *filename, int32 &numNodes, float &totalLength, bool loop)
{
int bp, lp;
int i;
CFileMgr::LoadFile(filename, work_buff, sizeof(work_buff), "r");
*gString = '\0';
for(bp = 0, lp = 0; work_buff[bp] != '\n'; bp++, lp++)
gString[lp] = work_buff[bp];
bp++;
gString[lp] = '\0';
sscanf(gString, "%d", &numNodes);
CPlaneNode *nodes = new CPlaneNode[numNodes];
for(i = 0; i < numNodes; i++){
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for(lp = 0; work_buff[bp] != '\n' && work_buff[bp] != '\0'; bp++, lp++)
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gString[lp] = work_buff[bp];
bp++;
// BUG: game doesn't terminate string
gString[lp] = '\0';
sscanf(gString, "%f %f %f", &nodes[i].p.x, &nodes[i].p.y, &nodes[i].p.z);
}
// Calculate length of segments and path
totalLength = 0.0f;
for(i = 0; i < numNodes; i++){
nodes[i].t = totalLength;
float l = (nodes[(i+1) % numNodes].p - nodes[i].p).Magnitude2D();
if(!loop && i == numNodes-1)
l = 0.0f;
totalLength += l;
}
return nodes;
}
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int32 LastTimeInPlane, LastTimeNotInPlane;
bool bCesnasActivated;
bool bHelisActivated;
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void
CPlane::UpdatePlanes(void)
{
int i, j;
uint32 time;
float t, deltaT;
if(CReplay::IsPlayingBack())
return;
// Jumbo jets
time = CTimer::GetTimeInMilliseconds();
for(i = 0; i < 3; i++){
t = TotalDurationOfFlightPath * (float)(time & 0x7FFFF)/0x80000;
// find current frame
for(j = 0; t > aPlaneLineBits[j+1].time; j++);
OldPlanePathPosition[i] = PlanePathPosition[i];
deltaT = t - aPlaneLineBits[j].time;
switch(aPlaneLineBits[j].type){
case 0: // standing still
PlanePathPosition[i] = aPlaneLineBits[j].position;
PlanePathSpeed[i] = 0.0f;
break;
case 1: // moving with constant speed
PlanePathPosition[i] = aPlaneLineBits[j].position + aPlaneLineBits[j].speed*deltaT;
PlanePathSpeed[i] = (TotalDurationOfFlightPath*1000.0f/0x80000) * aPlaneLineBits[j].speed;
break;
case 2: // accelerating/braking
PlanePathPosition[i] = aPlaneLineBits[j].position + (aPlaneLineBits[j].speed + aPlaneLineBits[j].acceleration*deltaT)*deltaT;
PlanePathSpeed[i] = (TotalDurationOfFlightPath*1000.0f/0x80000)*aPlaneLineBits[j].speed + 2.0f*aPlaneLineBits[j].acceleration*deltaT;
break;
}
// time offset for each plane
time += 0x80000/3;
}
time = CTimer::GetTimeInMilliseconds();
t = TotalDurationOfFlightPath2/0x80000;
PlanePath2Position[0] = CRUISE_SPEED * (time & 0x7FFFF)*t;
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PlanePath2Position[1] = CRUISE_SPEED * ((time + 0x80000/5) & 0x7FFFF)*t;
PlanePath2Position[2] = CRUISE_SPEED * ((time + 0x80000/5*2) & 0x7FFFF)*t;
PlanePath2Position[3] = CRUISE_SPEED * ((time + 0x80000/5*3) & 0x7FFFF)*t;
PlanePath2Position[4] = CRUISE_SPEED * ((time + 0x80000/5*4) & 0x7FFFF)*t;
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PlanePath2Speed[0] = CRUISE_SPEED*t;
PlanePath2Speed[1] = CRUISE_SPEED*t;
PlanePath2Speed[2] = CRUISE_SPEED*t;
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PlanePath2Speed[3] = CRUISE_SPEED*t;
PlanePath2Speed[4] = CRUISE_SPEED*t;
t = TotalDurationOfFlightPath3/0x80000;
PlanePath3Position[0] = CRUISE_SPEED * (time & 0x7FFFF)*t;
PlanePath3Position[1] = CRUISE_SPEED * ((time + 0x80000/4) & 0x7FFFF)*t;
PlanePath3Position[2] = CRUISE_SPEED * ((time + 0x80000/4*2) & 0x7FFFF)*t;
PlanePath3Position[3] = CRUISE_SPEED * ((time + 0x80000/4*3) & 0x7FFFF)*t;
PlanePath3Speed[0] = CRUISE_SPEED*t;
PlanePath3Speed[1] = CRUISE_SPEED*t;
PlanePath3Speed[2] = CRUISE_SPEED*t;
PlanePath3Speed[3] = CRUISE_SPEED*t;
if(FindPlayerVehicle() && (FindPlayerVehicle()->GetVehicleAppearance() == VEHICLE_APPEARANCE_HELI ||
FindPlayerVehicle()->GetVehicleAppearance() == VEHICLE_APPEARANCE_PLANE))
LastTimeInPlane = CTimer::GetTimeInMilliseconds();
else
LastTimeNotInPlane = CTimer::GetTimeInMilliseconds();
if(CTimer::GetTimeInMilliseconds() - LastTimeNotInPlane > 10000){
if(!bCesnasActivated){
if(CStreaming::HasModelLoaded(MI_DEADDODO)){
for(i = 0; i < 5; i++){
CPlane *plane = new CPlane(MI_DEADDODO, PERMANENT_VEHICLE);
plane->GetMatrix().SetTranslate(0.0f, 0.0f, 0.0f);
plane->SetStatus(STATUS_ABANDONED);
plane->bIsLocked = true;
plane->m_nPlaneId = i;
plane->m_nCurPathNode = 0;
plane->m_bTempPlane = true;
CWorld::Add(plane);
}
bCesnasActivated = true;
}else
CStreaming::RequestModel(MI_DEADDODO, 0);
}
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if(!bHelisActivated){
if(CStreaming::HasModelLoaded(MI_CHOPPER)){
for(i = 0; i < 4; i++){
CPlane *plane = new CPlane(MI_CHOPPER, PERMANENT_VEHICLE);
plane->GetMatrix().SetTranslate(0.0f, 0.0f, 0.0f);
plane->SetStatus(STATUS_ABANDONED);
plane->bIsLocked = true;
plane->m_nPlaneId = i;
plane->m_nCurPathNode = 0;
plane->m_bTempPlane = true;
CWorld::Add(plane);
}
bHelisActivated = true;
}else
CStreaming::RequestModel(MI_CHOPPER, 0);
}
}else if(CTimer::GetTimeInMilliseconds() - LastTimeInPlane > 10000)
RemoveTemporaryPlanes();
}
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void
CPlane::RemoveTemporaryPlanes(void)
{
int i;
if(!bHelisActivated && !bCesnasActivated)
return;
i = CPools::GetVehiclePool()->GetSize();
while(--i >= 0){
CPlane *plane = (CPlane*)CPools::GetVehiclePool()->GetSlot(i);
if(plane && plane->IsPlane() && plane->m_bTempPlane){
CWorld::Remove(plane);
delete plane;
}
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}
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bCesnasActivated = false;
bHelisActivated = false;
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}
bool
CPlane::TestRocketCollision(CVector *rocketPos)
{
int i;
i = CPools::GetVehiclePool()->GetSize();
while(--i >= 0){
CPlane *plane = (CPlane*)CPools::GetVehiclePool()->GetSlot(i);
if(plane &&
#ifdef EXPLODING_AIRTRAIN
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(plane->GetModelIndex() == MI_AIRTRAIN || plane->GetModelIndex() == MI_DEADDODO) &&
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#else
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plane->GetModelIndex() != MI_AIRTRAIN && plane->GetModelIndex() == MI_DEADDODO && // strange check
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#endif
!plane->m_bHasBeenHit && (*rocketPos - plane->GetPosition()).Magnitude() < 25.0f){
plane->m_nFrameWhenHit = CTimer::GetFrameCounter();
plane->m_bHasBeenHit = true;
CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->RegisterCrime_Immediately(CRIME_DESTROYED_CESSNA,
plane->GetPosition(), i+1983, false);
return true;
}
}
return false;
}
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// unused
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// BUG: not in CPlane in the game
void
CPlane::CreateIncomingCesna(void)
{
if(CesnaMissionStatus == CESNA_STATUS_FLYING){
CWorld::Remove(pDrugRunCesna);
delete pDrugRunCesna;
pDrugRunCesna = nil;
}
pDrugRunCesna = new CPlane(MI_DEADDODO, PERMANENT_VEHICLE);
pDrugRunCesna->GetMatrix().SetTranslate(0.0f, 0.0f, 0.0f);
pDrugRunCesna->SetStatus(STATUS_ABANDONED);
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pDrugRunCesna->bIsLocked = true;
pDrugRunCesna->m_nPlaneId = 0;
pDrugRunCesna->m_nCurPathNode = 0;
pDrugRunCesna->m_bIsDrugRunCesna = true;
CWorld::Add(pDrugRunCesna);
CesnaMissionStatus = CESNA_STATUS_FLYING;
CesnaMissionStartTime = CTimer::GetTimeInMilliseconds();
printf("CPlane::CreateIncomingCesna(void)\n");
}
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// unused
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void
CPlane::CreateDropOffCesna(void)
{
if(DropOffCesnaMissionStatus == CESNA_STATUS_FLYING){
CWorld::Remove(pDropOffCesna);
delete pDropOffCesna;
pDropOffCesna = nil;
}
pDropOffCesna = new CPlane(MI_DEADDODO, PERMANENT_VEHICLE);
pDropOffCesna->GetMatrix().SetTranslate(0.0f, 0.0f, 0.0f);
pDropOffCesna->SetStatus(STATUS_ABANDONED);
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pDropOffCesna->bIsLocked = true;
pDropOffCesna->m_nPlaneId = 0;
pDropOffCesna->m_nCurPathNode = 0;
pDropOffCesna->m_bIsDropOffCesna = true;
CWorld::Add(pDropOffCesna);
DropOffCesnaMissionStatus = CESNA_STATUS_FLYING;
DropOffCesnaMissionStartTime = CTimer::GetTimeInMilliseconds();
printf("CPlane::CreateDropOffCesna(void)\n");
}
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// all unused
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const CVector CPlane::FindDrugPlaneCoordinates(void) { return pDrugRunCesna->GetPosition(); }
const CVector CPlane::FindDropOffCesnaCoordinates(void) { return pDropOffCesna->GetPosition(); }
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bool CPlane::HasCesnaLanded(void) { return CesnaMissionStatus == CESNA_STATUS_LANDED; }
bool CPlane::HasCesnaBeenDestroyed(void) { return CesnaMissionStatus == CESNA_STATUS_DESTROYED; }
bool CPlane::HasDropOffCesnaBeenShotDown(void) { return DropOffCesnaMissionStatus == CESNA_STATUS_DESTROYED; }
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void
CPlane::Load(void)
{
RemoveTemporaryPlanes();
}
void
CPlane::Save(void)
{
RemoveTemporaryPlanes();
}